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Duos.act

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Messages by Duos.act

    

Re: Fatal Fury: City of the Wolves

 April 23, 2025, 08:39:07 pm View in topic context
avatar  Posted by Duos.act  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

It's the difference between character development and character derailment.  If it was written well, we'd have seen bread crumbs over the years implying there's more to Geese than just being a power hungry tyrant.  There'd be little implications that circumstances warped a good man into adopting a "might makes right" mentality.  But no, instead we just get a Russo swerve at the eleventh hour, like a soap opera gunning for ratings with a cheap plot twist.  And it's only the tip of the iceberg when it comes to ways this game has shit the bed for longtime Garou fans.
    

Re: Fatal Fury: City of the Wolves

 April 22, 2025, 09:06:51 pm View in topic context
avatar  Posted by Duos.act  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

I find the writing on most of those stories pretty terrible.

I agree.  It feels like a slap in the face to the longtime fans that waited so many years for closure to this story.  Without exaggeration, you could probably find fanfiction that treats the source material with more respect.
    

Re: Salad's Kitchen: Leona and Shen Woo

 April 22, 2025, 01:44:13 am View in topic context
avatar  Posted by Duos.act  in Salad's Kitchen: Leona and Shen Woo (Started by Rabano November 06, 2024, 04:26:32 am
 Board: Sprite Projects

How are you so good at this?  Without hyperbole I think that Leona set is the most spot on recreation I've ever seen of Capcom's sprite work for the SNK characters.  I'm floored at how good that idle stance and run animation are.
    

Re: Fatal Fury: City of the Wolves

 April 22, 2025, 01:02:27 am View in topic context
avatar  Posted by Duos.act  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

So the endings and story cutscenes are on Youtube

Spoiler, click to toggle visibilty

Lmao
    

Re: Fatal Fury: City of the Wolves

 April 11, 2025, 09:16:37 pm View in topic context
avatar  Posted by Duos.act  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

    

Re: Fatal Fury: City of the Wolves

 April 10, 2025, 01:48:05 am View in topic context
avatar  Posted by Duos.act  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

Waste of a slot that could have gone to KSI, Jake Paul or Kai Cenat, what is SNK doing?
    

Re: Fatal Fury: City of the Wolves

 April 04, 2025, 09:00:07 pm View in topic context
avatar  Posted by Duos.act  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

Alternatively they could have also created new original characters loosely based on their likenesses, as they did so many times before, like with Raiden being based on Vader.

That DJ fighting style will be only in this game, then it is gone. All the work for the moves, the animations, all of it gone in the next game.

If MBS still has ownership by the time the next game comes out, there's probably a chance he sticks around.
    

Re: Fatal Fury: City of the Wolves

 April 04, 2025, 06:11:32 am View in topic context
avatar  Posted by Duos.act  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

Is it fair to say that SNK has completely jumped the shark?  If using the long awaited sequel to one of their most beloved games of all time as a platform to flaunt Saudi celebrity connections doesn't qualify, I'm not sure what does.
Hell, peeps are boycotting and cancelling pre-orders and shit over this, but that's a bit of an overreaction and I'm still hyped for it, but I understand since it's gonna have to live and die by the goofy celebrity guests.

Nah, I absolutely understand where they are coming from.  Almost 30 years of waiting just for the iconic and beloved Fatal Fury IP to be reduced to nothing more than a vanity venue for one nauseatingly rich dickhead is foul.  If it was just CR7 it would still kind of suck, but whatever, he is one of the most famous people alive, especially to the Latin American audience that makes up a lot of SNK's own fandom.  But now we're at the point where anyone with the loosest of ties to Prince MBS are getting full development resources and time towards becoming a full fledged character in what's supposed to be the grand finale of their flagship franchise 25 years in the making. 
    

Re: Fatal Fury: City of the Wolves

 April 03, 2025, 11:04:37 pm View in topic context
avatar  Posted by Duos.act  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

Is it fair to say that SNK has completely jumped the shark?  If using the long awaited sequel to one of their most beloved games of all time as a platform to flaunt Saudi celebrity connections doesn't qualify, I'm not sure what does.
    

Re: Chang (sprites by Rabano) released

 March 31, 2025, 06:22:33 pm View in topic context
avatar  Posted by Duos.act  in Chang (sprites by Rabano, CS by MT7) released (Started by KarmaCharmeleon March 31, 2025, 11:26:08 am
 Board: Your Releases, 1.0+

    

Re: Fatal Fury: City of the Wolves

 March 01, 2025, 10:17:38 pm View in topic context
avatar  Posted by Duos.act  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

Game takes place two years after Garou, either his leg healed or he has a prosthetic.
    

Re: Jedah

 February 25, 2025, 07:54:02 am View in topic context
avatar  Posted by Duos.act  in Jedah (Started by MGMURROW February 25, 2025, 06:30:39 am
 Board: M.U.G.E.N Development Help

Sounds like the form he takes when affected by Anakaris's Pharaoh's Curse. Do you have a reference image?
    

Re: KarmaCharmeleon's WIP thread: Terry's Remake

 January 19, 2025, 05:24:35 pm View in topic context
avatar  Posted by Duos.act  in KarmaCharmeleon's WIP thread: Wild Wolf (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

I know many moons ago there was a CvS-esque Alex sprite set in the vein of what Capcom did for Chun-Li and Yun, reshaded scaled down and with the framerate cut to fit in with the rest of the characters.  I do not remember who created them, but I know that Infinite's very first Alex edit used them, and I believe Jesuszilla's CvS2 Alex might have as well.  Maybe they would suit your purposes?
    

Re: Jubei (sprites by Rabano) released, many characters updated

 January 10, 2025, 06:15:16 pm View in topic context
avatar  Posted by Duos.act  in Jubei (sprites by Rabano) and Ryu updated (05/02/2025) (Started by KarmaCharmeleon January 10, 2025, 01:32:48 pm
 Board: Your Releases, 1.0+

Wow, this is really cool!

Fun fact, Jubei was planned to appear in KoF XIII as a member of Kim's team, but was passed up in favor of Hwa.  You two have just given this old judo master the second chance he missed out on.  You should both be proud of your work.

Finally a good Jubei in Ikemen and Mugen, thank for sharing

Adamskie's Jubei is great! 
    

Re: How do you solve the Corner Problem in Fighting Games?

 January 04, 2025, 06:23:28 pm View in topic context
avatar  Posted by Duos.act  in How do you solve the Corner Problem in Fighting Games? (Started by JasonThePhoenix December 01, 2024, 08:04:32 pm
 Board: M.U.G.E.N Discussion

You don't need to do anything too drastic to your backdashes, because they are already usually risky in the corner just by virtue of having less distance between the opponent.

An invincible backdash is a strong defensive tool only when the invincibility goes through all the active frames of the opponent's attack, and the opponent is not able to punish the recovery frames.

I'll try to give a generic example.  Character A knocks down Character B in the corner.  Character A does a meaty, Character B backdashes.  What happens next depends on the active frames of the move used as a meaty and the invincibility frames on the backdash.
-If the backdash stops being invincible before the meaty stops being active, Character B gets hit.
-If the backdash is invincible for long enough to protect Character B from the meaty, they probably get some sort of punish.
-If the meaty recovers quickly enough for Character A to punish the backdash, Character B gets hit.
Just a few examples. 

This is how developers create nuanced character design by accounting for unique options across characters.  A character with very strong neutral and offense might have a backdash with only brief invincibility to compensate.  A character with no reversal attacks or a grappler who capitalizes on heavy reads might have a particularly invincible backdash.  A character who is defined by slippery movement might have a backdash with weak invincibility but very fast startup or recovery or long distance so that they can move around the screen more quickly.

A good point of reference would be the Guilty Gear series where backdash frame data is a key part of character design and what defines a specific character's strengths and weaknesses, as well as what setups work on them.
    

Re: Why auto-ai exists?

 December 21, 2024, 09:45:14 am View in topic context
avatar  Posted by Duos.act  in Why auto-ai exists? (Started by snowy997 December 21, 2024, 12:09:09 am
 Board: Off-Topic Help

I heard another reason Auto A.I. is generally a thing some creators do, because of AI tournaments. I heard a large chunk of Japanese creators take AI tournaments very seriously, and I can only assume tournament participating characters have Auto A.I. solely on to make sure they don't sandbag and lose the tournament. I assume those creators simply choose to take the Auto route instead of more complicated simultaneous Hard A.I. and human player systems.

Yeah, this is correct. 

AI tournaments are very popular with the Japanese community.  As I said earlier, some creators have config files that let you adjust the AI level, toggle AI only/human control and similar settings.  If you're familiar with Holn, his AI patches go the extra mile of letting you set frequencies for specific mechanics that a character might have.  For example, some of his Versus Series patches will perform touch of death or infinite combos if enabled.

If you download an AI patch and find it isn't to your liking for whatever reason, I suggest checking if there are any option or config files, you might be able to tweak it a little bit.
    

Re: Why auto-ai exists?

 December 21, 2024, 12:29:37 am View in topic context
avatar  Posted by Duos.act  in Why auto-ai exists? (Started by snowy997 December 21, 2024, 12:09:09 am
 Board: Off-Topic Help

A lot of Japanese AI patches are made with watch mode in mind, not player use.  Some of them let you toggle it off in the config file but it's not a standard or anything.
    

Re: New Virtua Fighter Project Announced

 December 20, 2024, 12:26:25 am View in topic context
avatar  Posted by Duos.act  in New Virtua Fighter Project Announced (Started by GTOAkira December 13, 2024, 04:12:40 am
 Board: Fighting Games

I don't see how, the spirit of VF is in how it looks and plays, a story mode wouldn't dilute that especially not with RGG Studio at the helm.  I don't see a world where a new fighting game project launches for full price in 2025 without some kind of substantial single player modes.  After World Tour's success it's basically non negotiable.
    

Re: Super Crazy Jam - The king of Fighters Multiverse

 December 11, 2024, 06:13:27 am View in topic context
avatar  Posted by Duos.act  in Super Crazy Jam - The king of Fighters Multiverse (Started by Wou Mugen December 31, 2020, 06:32:27 am
 Board: Projects

Wow, Anderson Silva?  That's a very surprising and cool addition.  If I'm not mistaken, he'll be the first UFC fighter created for Mugen, right?
    

Re: How do you solve the Corner Problem in Fighting Games?

 December 02, 2024, 07:31:44 am View in topic context
avatar  Posted by Duos.act  in How do you solve the Corner Problem in Fighting Games? (Started by JasonThePhoenix December 01, 2024, 08:04:32 pm
 Board: M.U.G.E.N Discussion

Generally this problem is solved by the corner being a very dangerous place to be, because it opens up longer and more damaging combos or more threatening mixups because they can't backdash away from the attack.  Usually midscreen combos are shorter and less advantageous on knockdown, and midscreen mixups have more counterplay because there's more screen space to use.

Another thing to consider is that being at close range means the offending player has access to their fastest, safest and cancelable normals for more reward on hit or block.  They don't have to play the neutral game anymore.  In fighting games where running away is a powerful strategy it's usually not so that a player can get their back to the wall in the corner, but so that they have sufficient space to be safe from their opponent and be in range to use their pokes.